Something seems totally broken with Bink in 5.6
After getting crashes with an existing project using Bink, I attempted to see if it works with a clean 5.6 project.
Steps to reproduce in a blank project:
Add the Bink Media plugin.
Create a Bink Media Player, then add a Bink Media Texture.
Open the texture and use the ‘…’ to provide a path to a bk2 file.
CRASH OCCURS
The crash seems related to the Bink texture.
The moment the texture is given a URL of a bink video, unreal crashes.
With an existing project, this means that the project is effectively unloadable in 5.6 (as there will most likely already be a URL)
The only way I could get an existing project to open, was to manually disable the Bink Media plugin in the .uproject file first.
This enables the project to be opened, and optionally any existing Bink Textures to be deleted,
allowing the plugin to be reenabled. But that is rather pointless, as the moment you try to use it, it crashes the editor again.
Potential duplicate
(Sorry, I don’t read ?Korean?, but there is no actual description in there anyway)
(Bug created on May 23, 2025)
Seems like the Licensee was also kind enough to post a (potential) fix for the bug.
Shame no one included it in 5.6
I mean, completely breaking an existing feature, that’s something you would expect regression testing to have caught, no?
[Inline Frame] UnrealEditor-VulkanRHI.dll!FVulkanDynamicRHI::InternalUpdateTexture2D::__l2::<lambda_1>::operator()(FRHICommandListBase &) Line 1338
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UnrealEditor-VulkanRHI.dll!?ExecuteAndDestruct@?$TRHILambdaCommand@VFRHICommandListBase@@V<lambda_1>@?1??InternalUpdateTexture2D@FVulkanDynamicRHI@@IEAAXAEAV1@PEAVFRHITexture@@IAEBUFUpdateTextureRegion2D@@IPEBE@Z@@@UEAAXAEAVFRHICommandListBase@@@Z(FRHICommandListBase & CmdList) Line 387
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UnrealEditor-RHI.dll!FRHICommandListBase::Execute() Line 527
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UnrealEditor-RHI.dll!FRHICommandListExecutor::FTranslateState::Translate(FRHICommandListBase * CmdList) Line 1081
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UnrealEditor-RHI.dll!??R<lambda_1>@?9??Dispatch@FSubmitState@FRHICommandListExecutor@@QEAAXPEAVFRHICommandListBase@@@Z@QEBA@XZ() Line 1028
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[Inline Frame] UnrealEditor-RHI.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<0>,void __cdecl(void)>::operator()() Line 471
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UnrealEditor-RHI.dll!FRHICommandListExecutor::FTaskPipe::Execute(FRHICommandListExecutor::FTaskPipe::FTask * Task, const TRefCountPtr & CurrentEvent) Line 725